1
0
Fork 0

Allow 8× multisampling in traditional (non-framebuffer) MSAA

This makes it possible to use 8× MSAA with the OpenGL 2.x renderer.
(In Quake3e, this was already possible with OpenGL 1.x and Vulkan).
This commit is contained in:
Hugo Locurcio 2022-01-21 15:57:47 +01:00
parent 5cfb181777
commit e03ebfc112
No known key found for this signature in database
GPG Key ID: 39E8F8BE30B0A49C
1 changed files with 1 additions and 1 deletions

View File

@ -1125,7 +1125,7 @@ void R_Register( void )
r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH );
r_ext_multisample = ri.Cvar_Get( "r_ext_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH );
ri.Cvar_CheckRange( r_ext_multisample, "0", "4", CV_INTEGER );
ri.Cvar_CheckRange( r_ext_multisample, "0", "8", CV_INTEGER );
r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH);
r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE | CVAR_LATCH );